+ Ammo Crates Must Be Built original thread: Derpaderp. Pros: -Engineers can be interrupted while setting up ammo crates for besieging. -Engineers can't instantly rearm mid-battle. -Ammo crate health bar can be damaged/repaired. -There will be better-ish class balance. Cons: -How to get ammos? (Unbuilt ammo crate smokes.) -If engineer dies, ammo crate will need to be e-built. Alternatives: -Remove engineer ammo crates -Unlimited vehicle ammo -Limited use ammo crates -Vehicles don't rearm from ammo crates -Easily destructible ammo crates -No grenades from ammo crates -Limited grenades from ammo crates +A dozen other ideas to fix the same damn problem
Yes, I'd like to see the description of the problem before I'm going to respond to the suggested solution
though i dont see it as problem myself, i can tell you the answer ... tanks reloading from them and nadespam, especially concussion nades actually since so many complain, i think a test of one of the propsed changes should be done. who knows, maybe it turns out to be superawesome and we are just to conservative?
Tanks limiting factor isn't really the ammo count, it's the reloading time. Most tank weapons aren't really effective against buildings as a coordinated infantry attack is. Nadespam doesn't break real stalemates. You still have to go inside and kill the engineers repairing. Coordinated infantry attacks are still the most effective against buildings. Build able ammo boxes won't stop nadespamming or tank ammo either.
The problem is that every other class is tethered to an engineer or armory, whereas the engineer is the Go Anywhere and Do Everything class. The engineer doesn't need to look for an ammo crate, repair facility, or armory. He has, is, and builds them. The ammo crate is unique among the engineer's buildables in that it places and begins functioning instantly. This makes its use much more haphazard and aggressive than any of the others, except perhaps for level 3 turrets, if only because of the huge dividends that a well-placed early level 3 turret can pay. An engineer can hop out of a vehicle, place a crate, and receive bacon ammo with minimal threat or delay, oftentimes in the middle of combat. Making the ammo crate a buildable should reign in the engineer, if just a little. Though, one could argue that the engineer doesn't need to be reigned in, so much as other classes need to be let off the leash.
so cannons have a reload time now? i find rails and umls to be very efficient against buildings. anyway, im not defending this suggestion.
I don't see this as a problem. The issues that could result from this, such as nadespam and unlimited ammo, seem far easier to fix (and perhaps even balance) by using a reload factor for a certain weapon. An infantry grenade would have a rather high reload factor (say, 7 seconds), while a standard vehicle cannon would reload at the same speed as it does now.
I still like the idea that you can plop down an amo box that takes 50% of your calc energy and you have to keep feeding it calc juice to keep it stocked.
I think the ammoz box is fine as it is. Needing to build it would prevent rush, which would make the game just long and boring.
But then seismics would be useless if you didn't increase the da– Add four... Carry the three... I like it. (But, for the purposes of this thread, unlimited ammo for all classes would be a solution, not an issue.)